The Laws of Magic
Laws of Magic
Magical energy comes in the form of six types of elemental energy: Life, Metal, Fire, Decay/Entropy, Water, and Earth. These energies coalesce within and around objects and areas related to that energy (e.g. living creatures contain Life energy, and so areas with many living creatures will be rich in Life energy).
The Basic Laws of Magic:
First Law of Magic – Each of the elements moves towards a normal natural equilibrium point in which the concentration of that element’s energy in an area corresponds to the amount of that element that is physically present. This occurs in two ways: firstly as each element generates its associated elemental energy until it reaches equilibrium, and secondly as the elemental energies move from areas of low physical element towards areas of high physical element.
Second Law of Magic – The speed of elemental energy creation is constant for each object that generates elemental energy, while the speed of elemental energy movement is proportional to the difference between the equilibrium concentration and the actual concentration of elemental energy for each element. Elemental energy that lacks a physical anchor will dissipate, and so some elemental energy is lost during movement.
Third Law of Magic – Elemental energies affect the physical world only through their movement, and can be manipulated using appropriate symbols, words, and physical objects corresponding to that element.
Fourth Law of Magic – The Elements relate to each other in pairs, and can be charted as a hexagon, with adjacent elements being strongly aligned and allowing for powerful interactions, elements two away being usable together but more difficult to combine, and the opposing element resulting in a null effect as their energies cancel out when forced together as part of a spell.
Fifth Law of Magic – Spells using one element to effect objects strongly aligned with another element work very poorly or not at all (for example, Decay/Entropy effects are very difficult to use at all on living creatures, and have significantly weaker effects on Metal and Earth than on dead matter). Note that this problem is overcome by combining the appropriate element (for example, combining Decay/Entropy and Metal into a spell allows for Decay/Entropy spells to more easily affect metal).
Notes on Magic:
Determining the concentration of elemental energy in an area is simple, as there is a basic universal spell that allows a person to detect elemental energy. However, the spell basically gives a person a new sense, and it takes much practice (and time studying an area or object) to get anything more than a vague sense of how much elemental energy of each type is in an area.
Life Magic can be used to animate objects, but does not bestow sentience. Animate objects must either be directed constantly via additional spells or be given set instructions when created that they will follow.
Approximately 1 in 5 people can cast a few weak spells. Approximately 1 in 20 can cast enough spells to make a living as a spellcaster, almost always as a Mage or Archmage. Archwizards are very rare, less than 1 in 100,000 people.